﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OmegaEngine;

namespace OmegaEngine
{
    public class Error : Component
    {
        private const int ERROR_NONE             = 0;   // When no error is in effect
        private const int ERROR_NOTICE           = 1;   // A notice, used just for notifications such as component start success
        private const int ERROR_NOTICE_CRITICAL  = 2;   // A critical notice, not game breaking, but important, such as a game setting change
        private const int ERROR_WARNING          = 4;   // A Basic warning, such as a entity failing to spawn. Hurts the game but doesn't break it
        private const int ERROR_WARNING_USER     = 8;   // A Warning directed at a user, such as a kick
        private const int ERROR_WARNING_CRITICAL = 16;  // Critical warning
        private const int ERROR_ERROR            = 32;  // An error. Possibly game breaking, possibly not
        private const int ERROR_ERROR_CRITICAL   = 64;  // A critical error. Definitely game breaking
        private const int ERROR_ERROR_CRASH      = 128; // A crash error. Crashes the game after logging

        private int error_level;


    }
}
